Discussion in 'Locations' started by Tuttle, Mar 30, 2012.
Good job!! Thx for sharing mate!!!
QUESTIONS MOVED ON GENERIC THREADS.
Can't wait, looks very nice and dying to try it out!
Keep up the good work!
respect, looks very realistic
cant wait to drive
It is not the TG layout but a generic slow path around the circuit with some slalom. I saw the same many times on YouTube..
When they allow you to drive the TG layout the only slow down limit is on Hammerhead just to avoid a missing braking from high speed and a huge crash on tirewall...
Any more news??
I'm struggled with trees. I'm not satisfied at all with any technique I used until now, so I'm working on this aspect to find the right way.
The most important issue is that 3D trunks with BB leafs are good when you're very near the plant...but from far distance the alpha channel sucks and the light above it looks awful and flat. Furthermore with this technique you need to use huge leafs to avoid square/tiling effects.
I need to experiment a little...
You can always ask Feels3 for some help He did a marvelous job on the trees for Croft:
Topic link (saves searching ) -> Click here
Thanks Marco, but I have the same problem as Tuttle ;-)
Trees look horrible from distanse so I'm not sure yet what kind of tree I will put in Croft ;-)
I have to find a solution for this, if I will not find I will use standard trees.
There is a chance that ISI will improve some things in trees so we have to wait
My trees looks very similar (the only difference is the english OAK leaf but this is the "ISI WAY"), but as already said these kind of trees looks fine only when you're in front of it. From distance are awful with a strange alpha channel issue and flat light.
If you want we can stay in touch (via PM) just in case one of us find a good way to proceed.
This is the most annoying problem to proceed with my track as well...:/
As a workaround measure you could work with LODs. Use the 3d trunk + leafs for 0-100m, then use "normal" alpha blending x-trees for 100-9999m.
Tried this too...but you know, Dunsfold is flat with a lot of trees around the track. You can see same trees from every position...so this technique cause a sort of pops/flashing trees while you're driving.
Of course I'm talking about trees near the track, because treelines works and looks fine.
These are the trees that I would like to put in 3D.
View attachment 1963
You want to make all the areas circled in red in 3d? To me that seems like way too much. The middle one at the top right I'd agree, perhaps the two at the top left as well. The one at the end of Hammerhead perhaps as well but that's it.
The two at the top right you'd only ever see if you went back into the pits. The other areas at the bottom and the right side would be far enough off the track that you wouldn't even see them very closely in my opinion.
Remember I'm working on a full and multiple layout. The Top Gear layout is just the first I will release but all the track will be available in the future. The only closed areas are the two long runways with damage concrete; the one with the 747 and the other perpendicular runway.
At this time my total poly/tris count is really good...so I don't think this will be a problem, maybe for some areas I could put just the outest lines in 3D and the internal in 2D with some crossed panels.
Ah ok, then it makes more sense to have the other trees in high poly as well.
A treewall in the back with the front row of trees in 3d is what I'll try first at Road America. Is that what you were thinking of with the 3d/2d?
Yep. A stuff like this was my first idea:
Far trees = 2D treelines along splines (chroma blend and Pointy smoothing for a better light response)
Side of Track trees = 3D trunk + BB leafs (stamp vertex etc..)
Groups of near trees = Billboards and/or 2D crossed planes (as rF1)
My personal goal is to get a good matching between treelines and 3D trees but, for now, there are too many differences in light response and alpha quality so I'm stuck with these 3D trunk/BB leafs due the actual shaders limitation so I will proceed with some other objects waiting for a proper solution...
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